Rename pieces_of_color() in pieces()

To be uniform with other overloads.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba
2011-06-28 15:36:39 +02:00
parent 01a191936e
commit e5077dc11e
5 changed files with 30 additions and 30 deletions

View File

@@ -619,7 +619,7 @@ namespace {
Score score = SCORE_ZERO;
// Enemy pieces not defended by a pawn and under our attack
Bitboard weakEnemies = pos.pieces_of_color(Them)
Bitboard weakEnemies = pos.pieces(Them)
& ~ei.attackedBy[Them][PAWN]
& ei.attackedBy[Us][0];
if (!weakEnemies)
@@ -651,7 +651,7 @@ namespace {
Score score = mobility = SCORE_ZERO;
// Do not include in mobility squares protected by enemy pawns or occupied by our pieces
const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces_of_color(Us));
const Bitboard mobilityArea = ~(ei.attackedBy[Them][PAWN] | pos.pieces(Us));
score += evaluate_pieces<KNIGHT, Us, HasPopCnt, Trace>(pos, ei, mobility, mobilityArea);
score += evaluate_pieces<BISHOP, Us, HasPopCnt, Trace>(pos, ei, mobility, mobilityArea);
@@ -705,7 +705,7 @@ namespace {
// Analyse enemy's safe queen contact checks. First find undefended
// squares around the king attacked by enemy queen...
b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces_of_color(Them);
b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces(Them);
if (b)
{
// ...then remove squares not supported by another enemy piece
@@ -719,7 +719,7 @@ namespace {
// Analyse enemy's safe rook contact checks. First find undefended
// squares around the king attacked by enemy rooks...
b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces_of_color(Them);
b = undefended & ei.attackedBy[Them][ROOK] & ~pos.pieces(Them);
// Consider only squares where the enemy rook gives check
b &= RookPseudoAttacks[ksq];
@@ -736,7 +736,7 @@ namespace {
}
// Analyse enemy's safe distance checks for sliders and knights
safe = ~(pos.pieces_of_color(Them) | ei.attackedBy[Us][0]);
safe = ~(pos.pieces(Them) | ei.attackedBy[Us][0]);
b1 = pos.attacks_from<ROOK>(ksq) & safe;
b2 = pos.attacks_from<BISHOP>(ksq) & safe;
@@ -832,7 +832,7 @@ namespace {
&& (squares_in_front_of(Them, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from<ROOK>(s)))
unsafeSquares = squaresToQueen;
else
unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces_of_color(Them));
unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces(Them));
// If there aren't enemy attacks or pieces along the path to queen give
// huge bonus. Even bigger if we protect the pawn's path.
@@ -847,7 +847,7 @@ namespace {
// At last, add a small bonus when there are no *friendly* pieces
// in the pawn's path.
if (!(squaresToQueen & pos.pieces_of_color(Us)))
if (!(squaresToQueen & pos.pieces(Us)))
ebonus += Value(rr);
}
} // rr != 0
@@ -924,10 +924,10 @@ namespace {
// Opponent king cannot block because path is defended and position
// is not in check. So only friendly pieces can be blockers.
assert(!pos.in_check());
assert((queeningPath & pos.occupied_squares()) == (queeningPath & pos.pieces_of_color(c)));
assert((queeningPath & pos.occupied_squares()) == (queeningPath & pos.pieces(c)));
// Add moves needed to free the path from friendly pieces and retest condition
movesToGo += count_1s<Max15>(queeningPath & pos.pieces_of_color(c));
movesToGo += count_1s<Max15>(queeningPath & pos.pieces(c));
if (movesToGo >= oppMovesToGo && !pathDefended)
continue;